diff --git a/runelite-client/src/main/java/net/runelite/client/plugins/gpu/config/UIScalingMode.java b/runelite-client/src/main/java/net/runelite/client/plugins/gpu/config/UIScalingMode.java index 8af2f6b498..9b2ba2d05f 100644 --- a/runelite-client/src/main/java/net/runelite/client/plugins/gpu/config/UIScalingMode.java +++ b/runelite-client/src/main/java/net/runelite/client/plugins/gpu/config/UIScalingMode.java @@ -35,7 +35,7 @@ public enum UIScalingMode LINEAR("Bilinear", 0), MITCHELL("Bicubic (Mitchell)", 1), CATMULL_ROM("Bicubic (Catmull-Rom)", 2), - XBR("XBR (use Integer Scaling)", 3); + XBR("XBR (best at 2x & above)", 3); private final String name; private final int mode; diff --git a/runelite-client/src/main/resources/net/runelite/client/plugins/gpu/fragui.glsl b/runelite-client/src/main/resources/net/runelite/client/plugins/gpu/fragui.glsl index 5962df080d..9c8427a405 100644 --- a/runelite-client/src/main/resources/net/runelite/client/plugins/gpu/fragui.glsl +++ b/runelite-client/src/main/resources/net/runelite/client/plugins/gpu/fragui.glsl @@ -51,11 +51,7 @@ void main() { else if (samplingMode == SAMPLING_CATROM || samplingMode == SAMPLING_MITCHELL) c = textureCubic(tex, TexCoord, samplingMode); else if (samplingMode == SAMPLING_XBR) - { - float scaleFactor = ceil(1.0 * targetDimensions.x / sourceDimensions.x); - c = texture(tex, TexCoord); - c.xyz = textureXBR(tex, TexCoord, xbrTable, scaleFactor); - } + c = textureXBR(tex, TexCoord, xbrTable, ceil(1.0 * targetDimensions.x / sourceDimensions.x)); FragColor = c; } diff --git a/runelite-client/src/main/resources/net/runelite/client/plugins/gpu/scale/xbr_lv2_frag.glsl b/runelite-client/src/main/resources/net/runelite/client/plugins/gpu/scale/xbr_lv2_frag.glsl index 51e4ed37bc..5376314e52 100644 --- a/runelite-client/src/main/resources/net/runelite/client/plugins/gpu/scale/xbr_lv2_frag.glsl +++ b/runelite-client/src/main/resources/net/runelite/client/plugins/gpu/scale/xbr_lv2_frag.glsl @@ -44,9 +44,9 @@ #define SMOOTH_TIPS #endif -const float coef = 2.0; -const vec3 rgbw = vec3(14.352, 28.176, 5.472); -const vec4 eq_threshold = vec4(15.0, 15.0, 15.0, 15.0); +//const float coef = 2.0; // unused +const vec3 rgbw = vec3(14.352, 28.176, 5.472); // rgb weights +//const vec4 eq_threshold = vec4(15.0, 15.0, 15.0, 15.0); // unused const vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 ); const vec4 Bo = vec4( 1.0, 1.0, -1.0,-1.0 ); @@ -59,7 +59,7 @@ const vec4 By = vec4( 2.0, 0.5, -2.0,-0.5 ); const vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 ); const vec4 Ci = vec4(0.25, 0.25, 0.25, 0.25); -const vec3 Y = vec3(0.2126, 0.7152, 0.0722); +const vec3 Y = vec3(0.2126, 0.7152, 0.0722); // rec.709 luma weights // Difference between vector components. vec4 df(vec4 A, vec4 B) @@ -104,7 +104,7 @@ float c_df(vec3 c1, vec3 c2) #include scale/xbr_lv2_common.glsl -vec3 textureXBR(sampler2D image, vec2 texCoord, XBRTable t, float scale) +vec4 textureXBR(sampler2D image, vec2 texCoord, XBRTable t, float scale) { vec4 delta = vec4(1.0/scale, 1.0/scale, 1.0/scale, 1.0/scale); vec4 delta_l = vec4(0.5/scale, 1.0/scale, 0.5/scale, 1.0/scale); @@ -118,32 +118,37 @@ vec3 textureXBR(sampler2D image, vec2 texCoord, XBRTable t, float scale) vec2 fp = fract(texCoord*textureDimensions); - vec3 A1 = texture(image, t.t1.xw ).xyz; - vec3 B1 = texture(image, t.t1.yw ).xyz; - vec3 C1 = texture(image, t.t1.zw ).xyz; - vec3 A = texture(image, t.t2.xw ).xyz; - vec3 B = texture(image, t.t2.yw ).xyz; - vec3 C = texture(image, t.t2.zw ).xyz; - vec3 D = texture(image, t.t3.xw ).xyz; - vec3 E = texture(image, t.t3.yw ).xyz; - vec3 F = texture(image, t.t3.zw ).xyz; - vec3 G = texture(image, t.t4.xw ).xyz; - vec3 H = texture(image, t.t4.yw ).xyz; - vec3 I = texture(image, t.t4.zw ).xyz; - vec3 G5 = texture(image, t.t5.xw ).xyz; - vec3 H5 = texture(image, t.t5.yw ).xyz; - vec3 I5 = texture(image, t.t5.zw ).xyz; - vec3 A0 = texture(image, t.t6.xy ).xyz; - vec3 D0 = texture(image, t.t6.xz ).xyz; - vec3 G0 = texture(image, t.t6.xw ).xyz; - vec3 C4 = texture(image, t.t7.xy ).xyz; - vec3 F4 = texture(image, t.t7.xz ).xyz; - vec3 I4 = texture(image, t.t7.xw ).xyz; + // A1 B1 C1 + // A0 A B C C4 + // D0 D E F F4 + // G0 G H I I4 + // G5 H5 I5 + vec4 A1 = texture(image, t.t1.xw ); + vec4 B1 = texture(image, t.t1.yw ); + vec4 C1 = texture(image, t.t1.zw ); + vec4 A = texture(image, t.t2.xw ); + vec4 B = texture(image, t.t2.yw ); + vec4 C = texture(image, t.t2.zw ); + vec4 D = texture(image, t.t3.xw ); + vec4 E = texture(image, t.t3.yw ); + vec4 F = texture(image, t.t3.zw ); + vec4 G = texture(image, t.t4.xw ); + vec4 H = texture(image, t.t4.yw ); + vec4 I = texture(image, t.t4.zw ); + vec4 G5 = texture(image, t.t5.xw ); + vec4 H5 = texture(image, t.t5.yw ); + vec4 I5 = texture(image, t.t5.zw ); + vec4 A0 = texture(image, t.t6.xy ); + vec4 D0 = texture(image, t.t6.xz ); + vec4 G0 = texture(image, t.t6.xw ); + vec4 C4 = texture(image, t.t7.xy ); + vec4 F4 = texture(image, t.t7.xz ); + vec4 I4 = texture(image, t.t7.xw ); - vec4 b = vec4(dot(B ,rgbw), dot(D ,rgbw), dot(H ,rgbw), dot(F ,rgbw)); - vec4 c = vec4(dot(C ,rgbw), dot(A ,rgbw), dot(G ,rgbw), dot(I ,rgbw)); + vec4 b = vec4(dot(B.xyz ,rgbw), dot(D.xyz ,rgbw), dot(H.xyz ,rgbw), dot(F.xyz ,rgbw)); + vec4 c = vec4(dot(C.xyz ,rgbw), dot(A.xyz ,rgbw), dot(G.xyz ,rgbw), dot(I.xyz ,rgbw)); vec4 d = b.yzwx; - vec4 e = vec4(dot(E,rgbw)); + vec4 e = vec4(dot(E.xyz,rgbw)); vec4 f = b.wxyz; vec4 g = c.zwxy; vec4 h = b.zwxy; @@ -155,15 +160,15 @@ vec3 textureXBR(sampler2D image, vec2 texCoord, XBRTable t, float scale) if (small_details < 0.5) { - i4 = vec4(dot(I4,rgbw), dot(C1,rgbw), dot(A0,rgbw), dot(G5,rgbw)); - i5 = vec4(dot(I5,rgbw), dot(C4,rgbw), dot(A1,rgbw), dot(G0,rgbw)); - h5 = vec4(dot(H5,rgbw), dot(F4,rgbw), dot(B1,rgbw), dot(D0,rgbw)); + i4 = vec4(dot(I4.xyz,rgbw), dot(C1.xyz,rgbw), dot(A0.xyz,rgbw), dot(G5.xyz,rgbw)); + i5 = vec4(dot(I5.xyz,rgbw), dot(C4.xyz,rgbw), dot(A1.xyz,rgbw), dot(G0.xyz,rgbw)); + h5 = vec4(dot(H5.xyz,rgbw), dot(F4.xyz,rgbw), dot(B1.xyz,rgbw), dot(D0.xyz,rgbw)); } else { - i4 = mul( mat4x3(I4, C1, A0, G5), y_weight * Y ); - i5 = mul( mat4x3(I5, C4, A1, G0), y_weight * Y ); - h5 = mul( mat4x3(H5, F4, B1, D0), y_weight * Y ); + i4 = mul( mat4x3(I4.xyz, C1.xyz, A0.xyz, G5.xyz), y_weight * Y ); + i5 = mul( mat4x3(I5.xyz, C4.xyz, A1.xyz, G0.xyz), y_weight * Y ); + h5 = mul( mat4x3(H5.xyz, F4.xyz, B1.xyz, D0.xyz), y_weight * Y ); } // These inequations define the line below which interpolation occurs. @@ -171,8 +176,8 @@ vec3 textureXBR(sampler2D image, vec2 texCoord, XBRTable t, float scale) fx_l = (Ax*fp.y+Bx*fp.x); fx_u = (Ay*fp.y+By*fp.x); + // corner detection irlv1 = irlv0 = diff(e,f) * diff(e,h); - #ifdef CORNER_B irlv1 = (irlv0 * ( neq(f,b) * neq(h,d) + eq(e,i) * neq(f,i4) * neq(h,i5) + eq(e,g) + eq(e,c) ) ); #endif @@ -185,6 +190,7 @@ vec3 textureXBR(sampler2D image, vec2 texCoord, XBRTable t, float scale) irlv1 = (irlv0 * ( neq(f,b) * neq(f,c) + neq(h,d) * neq(h,g) + eq(e,i) * (neq(f,f4) * neq(f,i4) + neq(h,h5) * neq(h,i5)) + eq(e,g) + eq(e,c)) ); #endif + // corner detection in the other direction irlv2l = diff(e,g) * diff(d,g); irlv2u = diff(e,c) * diff(b,c); @@ -224,15 +230,15 @@ vec3 textureXBR(sampler2D image, vec2 texCoord, XBRTable t, float scale) vec4 maximos = max(max(fx30, fx60), fx45); #endif - vec3 res1 = E; + vec4 res1 = E; res1 = mix(res1, mix(H, F, px.x), maximos.x); res1 = mix(res1, mix(B, D, px.z), maximos.z); - vec3 res2 = E; + vec4 res2 = E; res2 = mix(res2, mix(F, B, px.y), maximos.y); res2 = mix(res2, mix(D, H, px.w), maximos.w); - vec3 res = mix(res1, res2, step(c_df(E, res1), c_df(E, res2))); + vec4 res = mix(res1, res2, step(c_df(E.xyz, res1.xyz), c_df(E.xyz, res2.xyz))); return res; } \ No newline at end of file diff --git a/runelite-client/src/main/resources/net/runelite/client/plugins/gpu/scale/xbr_lv2_vert.glsl b/runelite-client/src/main/resources/net/runelite/client/plugins/gpu/scale/xbr_lv2_vert.glsl index 4f1bf717de..e4a7a9700c 100644 --- a/runelite-client/src/main/resources/net/runelite/client/plugins/gpu/scale/xbr_lv2_vert.glsl +++ b/runelite-client/src/main/resources/net/runelite/client/plugins/gpu/scale/xbr_lv2_vert.glsl @@ -31,6 +31,12 @@ XBRTable xbr_vert(vec2 texCoord, ivec2 sourceDimensions) float dx = (1.0/sourceDimensions.x); float dy = (1.0/sourceDimensions.y); + // Define coordinates to optimize later fetching of adjacent pixels + // A1 B1 C1 + // A0 A B C C4 + // D0 D E F F4 + // G0 G H I I4 + // G5 H5 I5 XBRTable tab = XBRTable( texCoord, texCoord.xxxy + vec4( -dx, 0, dx,-2.0*dy), // A1 B1 C1